Merge branch 'OverworldShuffleDev' into OverworldShuffle
This commit is contained in:
@@ -1658,7 +1658,8 @@ class Entrance(object):
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from OWEdges import OWTileRegions
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from OverworldShuffle import ow_connections
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owid = OWTileRegions[follower_region.name]
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(mirror_map, other_world) = ow_connections[owid % 0x40]
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(mirror_map_orig, other_world) = ow_connections[owid % 0x40]
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mirror_map = list(mirror_map_orig).copy()
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mirror_map.extend(other_world)
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mirror_exit = None
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while len(mirror_map):
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@@ -1710,7 +1711,8 @@ class Entrance(object):
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from OWEdges import OWTileRegions
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from OverworldShuffle import ow_connections
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owid = OWTileRegions[dest_region.name]
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(mirror_map, other_world) = ow_connections[owid % 0x40]
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(mirror_map_orig, other_world) = ow_connections.copy()[owid % 0x40]
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mirror_map = list(mirror_map_orig).copy()
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mirror_map.extend(other_world)
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mirror_map = [(x, d) for (x, d) in mirror_map if x in [e.name for e in dest_region.exits]]
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# loop thru potential places to leave a mirror portal
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@@ -2746,12 +2748,10 @@ class Spoiler(object):
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self.overworlds[(entrance, direction, player)] = OrderedDict([('player', player), ('entrance', entrance), ('exit', exit), ('direction', direction)])
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def set_map(self, type, text, data, player):
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if type not in self.maps:
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self.maps[type] = {}
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if self.world.players == 1:
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self.maps[type][player] = OrderedDict([('text', text), ('data', data)])
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self.maps[(type, player)] = OrderedDict([('type', type), ('text', text), ('data', data)])
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else:
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self.maps[type][player] = OrderedDict([('player', player), ('text', text), ('data', data)])
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self.maps[(type, player)] = OrderedDict([('player', player), ('type', type), ('text', text), ('data', data)])
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def set_entrance(self, entrance, exit, direction, player):
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if self.world.players == 1:
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@@ -3032,12 +3032,15 @@ class Spoiler(object):
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if self.overworlds:
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outfile.write('\n\nOverworld:\n\n')
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# overworld tile swaps
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if 'swaps' in self.maps:
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outfile.write('OW Tile Swaps:\n')
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for player in self.maps['swaps']:
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for player in range(1, self.world.players + 1):
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if ('swaps', player) in self.maps:
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outfile.write('OW Tile Swaps:\n')
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break
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for player in range(1, self.world.players + 1):
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if ('swaps', player) in self.maps:
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if self.world.players > 1:
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outfile.write(str('(Player ' + str(player) + ')\n')) # player name
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outfile.write(self.maps['swaps'][player]['text'] + '\n\n')
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outfile.write(self.maps[('swaps', player)]['text'] + '\n\n')
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# overworld transitions
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outfile.write('\n'.join(['%s%s %s %s' % (f'{self.world.get_player_names(entry["player"])}: ' if self.world.players > 1 else '', self.world.fish.translate("meta","overworlds",entry['entrance']), '<=>' if entry['direction'] == 'both' else '<=' if entry['direction'] == 'exit' else '=>', self.world.fish.translate("meta","overworlds",entry['exit'])) for entry in self.overworlds.values()]))
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@@ -32,7 +32,7 @@ def LanmolasDefeatRule(state, player):
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state.has('Fire Rod', player) or
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state.has('Ice Rod', player) or
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state.has('Cane of Somaria', player) or
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state.has('Cane of Byrna', player) or
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(state.has('Cane of Byrna', player) and state.can_use_bombs(player)) or
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state.can_shoot_arrows(player))
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def MoldormDefeatRule(state, player):
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@@ -51,7 +51,7 @@ def ArrghusDefeatRule(state, player):
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return True
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return ((state.has('Fire Rod', player) and (state.can_shoot_arrows(player) or state.can_extend_magic(player, 12))) or #assuming mostly gitting two puff with one shot
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(state.has('Ice Rod', player) and (state.can_shoot_arrows(player) or state.can_extend_magic(player, 16))))
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(state.has('Ice Rod', player) and state.can_use_bombs(player) and (state.can_shoot_arrows(player) or state.can_extend_magic(player, 16))))
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def MothulaDefeatRule(state, player):
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@@ -92,7 +92,7 @@ def KholdstareDefeatRule(state, player):
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)
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def VitreousDefeatRule(state, player):
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return state.can_shoot_arrows(player) or state.has_blunt_weapon(player)
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return (state.can_shoot_arrows(player) and state.can_use_bombs(player)) or state.has_blunt_weapon(player)
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def TrinexxDefeatRule(state, player):
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if not (state.has('Fire Rod', player) and state.has('Ice Rod', player)):
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10
CHANGELOG.md
10
CHANGELOG.md
@@ -1,5 +1,15 @@
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# Changelog
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### 0.2.3.4
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- Fixed major issue with subsequent seeds using same seed/settings resulting different
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- Flute Shuffle now awards separated regions a prorated number of flute spots based on size
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- Fixed spoiler log, was missing OW Tile Swap map
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- Fixed spoiler log JSON output
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- Fake flipper damage fix improved to skip the long delay after the scroll
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- Fixed missing Blue Potion in Lake Shop in Inverted
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- Added legacy OW Crossed option 'None (Allowed)' to support old behavior when invalid option was used in Mystery
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- ~~Merged DR v0.5.1.6 - Money balancing fix/Boss logic fixes with Bombbag~~
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### 0.2.3.3
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- Added OW Layout validation that reduces the cases where some screens are unreachable
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- Fixed issue with mirror portals showing up in DW in Crossed OW
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@@ -1820,7 +1820,7 @@ def find_inaccessible_regions(world, player):
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else:
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start_regions = ['Links House', 'Dark Sanctuary Hint']
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regs = convert_regions(start_regions, world, player)
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all_regions = set([r for r in world.regions if r.player == player and r.type is not RegionType.Dungeon])
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all_regions = [r for r in world.regions if r.player == player and r.type is not RegionType.Dungeon]
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visited_regions = set()
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queue = deque(regs)
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while len(queue) > 0:
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@@ -1836,7 +1836,7 @@ def find_inaccessible_regions(world, player):
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if connect and connect not in queue and connect not in visited_regions:
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if connect.type is not RegionType.Dungeon or connect.name.endswith(' Portal'):
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queue.append(connect)
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world.inaccessible_regions[player].extend([r.name for r in all_regions.difference(visited_regions) if valid_inaccessible_region(r)])
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world.inaccessible_regions[player].extend([r.name for r in all_regions if r not in visited_regions and valid_inaccessible_region(r)])
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if (world.mode[player] == 'inverted') != (0x1b in world.owswaps[player][0] and world.owMixed[player]):
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ledge = world.get_region('Hyrule Castle Ledge', player)
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if any(x for x in ledge.exits if x.connected_region and x.connected_region.name == 'Agahnims Tower Portal'):
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@@ -1,5 +1,5 @@
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import logging
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from collections import defaultdict
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from collections import defaultdict, OrderedDict
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import RaceRandom as random
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from BaseClasses import CollectionState, RegionType
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from OverworldShuffle import build_accessible_region_list
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@@ -432,21 +432,21 @@ def link_entrances(world, player):
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connector_entrances = [e for e in list(zip(*default_connector_connections + default_dungeon_connections + open_default_dungeon_connections))[0] if e in (dw_entrances if not invFlag else lw_entrances)]
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connect_inaccessible_regions(world, [], connector_entrances, caves, player)
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if invFlag:
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lw_dungeons = list(set(lw_dungeons) & set(caves))
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lw_dungeons = list(OrderedDict.fromkeys(lw_dungeons + caves))
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else:
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dw_dungeons = list(set(dw_dungeons) & set(caves))
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dw_dungeons = list(OrderedDict.fromkeys(dw_dungeons + caves))
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caves = list(set(Cave_Base) & set(caves)) + (lw_dungeons if not invFlag else dw_dungeons)
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caves = list(OrderedDict.fromkeys(Cave_Base + caves)) + (lw_dungeons if not invFlag else dw_dungeons)
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connector_entrances = [e for e in list(zip(*default_connector_connections + default_dungeon_connections + open_default_dungeon_connections))[0] if e in (lw_entrances if not invFlag else dw_entrances)]
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connect_inaccessible_regions(world, connector_entrances, [], caves, player)
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if not invFlag:
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lw_dungeons = list(set(lw_dungeons) & set(caves))
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lw_dungeons = list(OrderedDict.fromkeys(lw_dungeons + caves))
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else:
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dw_dungeons = list(set(dw_dungeons) & set(caves))
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dw_dungeons = list(OrderedDict.fromkeys(dw_dungeons + caves))
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lw_dungeons = lw_dungeons + (Old_Man_House if not invFlag else [])
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dw_dungeons = dw_dungeons + ([] if not invFlag else Old_Man_House)
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caves = list(set(Cave_Base) & set(caves)) + DW_Mid_Dungeon_Exits
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caves = list(OrderedDict.fromkeys(Cave_Base + caves)) + DW_Mid_Dungeon_Exits
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# place old man, has limited options
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lw_entrances = [e for e in lw_entrances if e in list(zip(*default_connector_connections + default_dungeon_connections + open_default_dungeon_connections))[0] and e in entrance_pool]
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@@ -1429,10 +1429,10 @@ def place_blacksmith(world, links_house, player):
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if invFlag:
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dark_sanc = world.get_entrance('Dark Sanctuary Hint Exit', player).connected_region.name
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blacksmith_doors = list(set(blacksmith_doors + list(build_accessible_entrance_list(world, dark_sanc, player, assumed_inventory, False, True, True))))
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blacksmith_doors = list(OrderedDict.fromkeys(blacksmith_doors + list(build_accessible_entrance_list(world, dark_sanc, player, assumed_inventory, False, True, True))))
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elif world.doorShuffle[player] == 'vanilla' or world.intensity[player] < 3:
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sanc_region = world.get_entrance('Sanctuary Exit', player).connected_region.name
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blacksmith_doors = list(set(blacksmith_doors + list(build_accessible_entrance_list(world, sanc_region, player, assumed_inventory, False, True, True))))
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blacksmith_doors = list(OrderedDict.fromkeys(blacksmith_doors + list(build_accessible_entrance_list(world, sanc_region, player, assumed_inventory, False, True, True))))
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if world.shuffle[player] in ['lite', 'lean']:
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blacksmith_doors = [e for e in blacksmith_doors if e in list(zip(*(default_item_connections + (default_shop_connections if world.shopsanity[player] else []))))[0]]
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@@ -1491,7 +1491,7 @@ def junk_fill_inaccessible(world, player):
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accessible_regions.append(region_name)
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break
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for region_name in accessible_regions.copy():
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accessible_regions = list(set(accessible_regions + list(build_accessible_region_list(base_world, region_name, player, False, True, False, False))))
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accessible_regions = list(OrderedDict.fromkeys(accessible_regions + list(build_accessible_region_list(base_world, region_name, player, False, True, False, False))))
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world.inaccessible_regions[player] = [r for r in world.inaccessible_regions[player] if r not in accessible_regions]
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# get inaccessible entrances
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@@ -1527,7 +1527,7 @@ def connect_inaccessible_regions(world, lw_entrances, dw_entrances, caves, playe
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accessible_regions.append(region_name)
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break
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for region_name in accessible_regions.copy():
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accessible_regions = list(set(accessible_regions + list(build_accessible_region_list(world, region_name, player, True, True, False, False))))
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accessible_regions = list(OrderedDict.fromkeys(accessible_regions + list(build_accessible_region_list(world, region_name, player, True, True, False, False))))
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world.inaccessible_regions[player] = [r for r in world.inaccessible_regions[player] if r not in accessible_regions]
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# split inaccessible into 2 lists for each world
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@@ -1665,12 +1665,12 @@ def build_accessible_entrance_list(world, start_region, player, assumed_inventor
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new_regions.append(ledge)
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explored_regions.extend(new_regions)
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entrances = set()
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entrances = list()
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for region_name in explored_regions:
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region = base_world.get_region(region_name, player)
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for exit in region.exits:
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if exit.name in entrance_pool and (not exit_rules or exit.access_rule(blank_state)):
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entrances.add(exit.name)
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entrances.append(exit.name)
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return entrances
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@@ -1798,7 +1798,7 @@ Cave_Three_Exits_Base = [('Spectacle Rock Cave Exit (Peak)', 'Spectacle Rock Cav
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Old_Man_House_Base = [('Old Man House Exit (Bottom)', 'Old Man House Exit (Top)')]
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Entrance_Pool_Base = {'Links House',
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Entrance_Pool_Base = ['Links House',
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'Desert Palace Entrance (South)',
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'Desert Palace Entrance (West)',
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'Desert Palace Entrance (East)',
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@@ -1936,9 +1936,9 @@ Entrance_Pool_Base = {'Links House',
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'Skull Woods First Section Hole (West)',
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'Skull Woods First Section Hole (East)',
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'Skull Woods First Section Hole (North)',
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'Pyramid Hole'}
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'Pyramid Hole']
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Exit_Pool_Base = {'Links House Exit',
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Exit_Pool_Base = ['Links House Exit',
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'Desert Palace Exit (South)',
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'Desert Palace Exit (West)',
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'Desert Palace Exit (East)',
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@@ -2076,7 +2076,7 @@ Exit_Pool_Base = {'Links House Exit',
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'Skull Left Drop',
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'Skull Pinball',
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'Skull Pot Circle',
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'Pyramid'}
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'Pyramid']
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# these are connections that cannot be shuffled and always exist. They link together separate parts of the world we need to divide into regions
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mandatory_connections = [('Links House S&Q', 'Links House'),
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9
Fill.py
9
Fill.py
@@ -762,9 +762,12 @@ def balance_money_progression(world):
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if sphere_costs[player] > 0 and sphere_costs[player] > wallet[player]:
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insolvent.add(player)
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if len([p for p in solvent if len(locked_by_money[p]) > 0]) == 0:
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target_player = min(insolvent, key=lambda p: sphere_costs[p]-wallet[p])
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difference = sphere_costs[target_player]-wallet[target_player]
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logger.debug(f'Money balancing needed: Player {target_player} short {difference}')
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if len(insolvent) > 0:
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target_player = min(insolvent, key=lambda p: sphere_costs[p]-wallet[p])
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difference = sphere_costs[target_player]-wallet[target_player]
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logger.debug(f'Money balancing needed: Player {target_player} short {difference}')
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else:
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difference = 0
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while difference > 0:
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swap_targets = [x for x in unchecked_locations if x not in sphere_locations and x.item.name.startswith('Rupees') and x.item.player == target_player]
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if len(swap_targets) == 0:
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3
Main.py
3
Main.py
@@ -30,7 +30,7 @@ from Fill import sell_potions, sell_keys, balance_multiworld_progression, balanc
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from ItemList import generate_itempool, difficulties, fill_prizes, customize_shops
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from Utils import output_path, parse_player_names
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__version__ = '0.5.1.5-u'
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__version__ = '0.5.1.6-u'
|
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from source.classes.BabelFish import BabelFish
|
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@@ -175,6 +175,7 @@ def main(args, seed=None, fish=None):
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for player in range(1, world.players + 1):
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link_overworld(world, player)
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create_shops(world, player)
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update_world_regions(world, player)
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create_flute_exits(world, player)
|
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|
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|
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@@ -1,9 +1,10 @@
|
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import RaceRandom as random, logging, copy
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from collections import OrderedDict
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from BaseClasses import OWEdge, WorldType, RegionType, Direction, Terrain, PolSlot, Entrance
|
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from Regions import mark_dark_world_regions, mark_light_world_regions
|
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from OWEdges import OWTileRegions, OWTileGroups, OWEdgeGroups, OWExitTypes, OpenStd, parallel_links, IsParallel
|
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|
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__version__ = '0.2.3.3-u'
|
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__version__ = '0.2.3.4-u'
|
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|
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def link_overworld(world, player):
|
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# setup mandatory connections
|
||||
@@ -265,6 +266,8 @@ def link_overworld(world, player):
|
||||
assert len(forward_set) == len(back_set)
|
||||
for (forward_edge, back_edge) in zip(forward_set, back_set):
|
||||
connect_two_way(world, forward_edge, back_edge, player, connected_edges)
|
||||
|
||||
world.owsectors[player] = build_sectors(world, player)
|
||||
else:
|
||||
if world.owKeepSimilar[player] and world.owShuffle[player] in ['vanilla', 'parallel']:
|
||||
for exitname, destname in parallelsimilar_connections:
|
||||
@@ -334,6 +337,7 @@ def link_overworld(world, player):
|
||||
assert valid_layout, 'Could not find a valid OW layout'
|
||||
|
||||
# flute shuffle
|
||||
logging.getLogger('').debug('Shuffling flute spots')
|
||||
def connect_flutes(flute_destinations):
|
||||
for o in range(0, len(flute_destinations)):
|
||||
owslot = flute_destinations[o]
|
||||
@@ -376,23 +380,37 @@ def link_overworld(world, player):
|
||||
flute_pool.remove(owid)
|
||||
new_spots.append(owid)
|
||||
return True
|
||||
|
||||
# determine sectors (isolated groups of regions) to place flute spots
|
||||
flute_regions = {(f[0][0] if f[1] not in world.owswaps[player][0] else f[0][1]) : o for o, f in flute_data.items()}
|
||||
flute_sectors = [(len([r for l in s for r in l]), [r for l in s for r in l if r in flute_regions]) for s in world.owsectors[player]]
|
||||
flute_sectors = [s for s in flute_sectors if len(s[1]) > 0]
|
||||
region_total = sum([c for c,_ in flute_sectors])
|
||||
sector_total = len(flute_sectors)
|
||||
|
||||
# guarantee desert/mire access
|
||||
addSpot(0x38)
|
||||
# reserve a number of flute spots for each sector
|
||||
flute_spots = 8
|
||||
for sector in flute_sectors:
|
||||
sector_total -= 1
|
||||
spots_to_place = min(flute_spots - sector_total, max(1, round((sector[0] * (flute_spots - sector_total) / region_total) + 0.5)))
|
||||
target_spots = len(new_spots) + spots_to_place
|
||||
|
||||
if 'Desert Palace Teleporter Ledge' in sector[1] or 'Misery Mire Teleporter Ledge' in sector[1]:
|
||||
addSpot(0x38) # guarantee desert/mire access
|
||||
|
||||
# guarantee mountain access
|
||||
if world.owShuffle[player] == 'vanilla':
|
||||
mountainIds = [0x0b, 0x0e, 0x07]
|
||||
addSpot(mountainIds[random.randint(0, 2)])
|
||||
random.shuffle(sector[1])
|
||||
f = 0
|
||||
while len(new_spots) < target_spots:
|
||||
if f >= len(sector[1]):
|
||||
f = 0
|
||||
if sector[1][f] not in new_spots:
|
||||
addSpot(flute_regions[sector[1][f]])
|
||||
f += 1
|
||||
|
||||
random.shuffle(flute_pool)
|
||||
f = 0
|
||||
while len(new_spots) < 8:
|
||||
if f >= len(flute_pool):
|
||||
f = 0
|
||||
if flute_pool[f] not in new_spots:
|
||||
addSpot(flute_pool[f])
|
||||
f += 1
|
||||
region_total -= sector[0]
|
||||
flute_spots -= spots_to_place
|
||||
|
||||
# connect new flute spots
|
||||
new_spots.sort()
|
||||
world.owflutespots[player] = new_spots
|
||||
connect_flutes(new_spots)
|
||||
@@ -483,7 +501,7 @@ def shuffle_tiles(world, groups, result_list, player):
|
||||
exist_dw_regions.extend(dw_regions)
|
||||
|
||||
# check whirlpool parity
|
||||
valid_whirlpool_parity = world.owCrossed[player] not in ['none', 'grouped'] or len(set(new_results[0]) & set({0x0f, 0x12, 0x15, 0x33, 0x35, 0x3f, 0x55, 0x7f})) % 2 == 0
|
||||
valid_whirlpool_parity = world.owCrossed[player] not in ['none', 'grouped'] or len(OrderedDict.fromkeys(new_results[0] + [0x0f, 0x12, 0x15, 0x33, 0x35, 0x3f, 0x55, 0x7f])) % 2 == 0
|
||||
|
||||
(exist_owids, exist_lw_regions, exist_dw_regions) = result_list
|
||||
exist_owids.extend(new_results[0])
|
||||
@@ -792,7 +810,7 @@ def can_reach_smith(world, player):
|
||||
|
||||
def explore_region(region_name, region=None):
|
||||
nonlocal found
|
||||
explored_regions.add(region_name)
|
||||
explored_regions.append(region_name)
|
||||
if not found:
|
||||
if not region:
|
||||
region = world.get_region(region_name, player)
|
||||
@@ -821,7 +839,7 @@ def can_reach_smith(world, player):
|
||||
blank_state.collect(ItemFactory('Titans Mitts', player), True)
|
||||
|
||||
found = False
|
||||
explored_regions = set()
|
||||
explored_regions = list()
|
||||
explore_region('Links House')
|
||||
if not found:
|
||||
if not invFlag:
|
||||
@@ -850,7 +868,7 @@ def build_sectors(world, player):
|
||||
if (any(r in unique_regions for r in explored_regions)):
|
||||
for s in range(len(sectors)):
|
||||
if (any(r in sectors[s] for r in explored_regions)):
|
||||
sectors[s] = set(list(sectors[s]) + list(explored_regions))
|
||||
sectors[s] = list(list(sectors[s]) + list(explored_regions))
|
||||
break
|
||||
else:
|
||||
sectors.append(explored_regions)
|
||||
@@ -876,7 +894,7 @@ def build_sectors(world, player):
|
||||
if (any(r in unique_regions for r in explored_regions)):
|
||||
for s2 in range(len(sectors2)):
|
||||
if (any(r in sectors2[s2] for r in explored_regions)):
|
||||
sectors2[s2] = set(list(sectors2[s2]) + list(explored_regions))
|
||||
sectors2[s2] = list(sectors2[s2] + explored_regions)
|
||||
break
|
||||
else:
|
||||
sectors2.append(explored_regions)
|
||||
@@ -890,7 +908,7 @@ def build_accessible_region_list(world, start_region, player, build_copy_world=F
|
||||
from Items import ItemFactory
|
||||
|
||||
def explore_region(region_name, region=None):
|
||||
explored_regions.add(region_name)
|
||||
explored_regions.append(region_name)
|
||||
if not region:
|
||||
region = base_world.get_region(region_name, player)
|
||||
for exit in region.exits:
|
||||
@@ -919,7 +937,7 @@ def build_accessible_region_list(world, start_region, player, build_copy_world=F
|
||||
blank_state = CollectionState(base_world)
|
||||
if base_world.mode[player] == 'standard':
|
||||
blank_state.collect(ItemFactory('Zelda Delivered', player), True)
|
||||
explored_regions = set()
|
||||
explored_regions = list()
|
||||
explore_region(start_region)
|
||||
|
||||
return explored_regions
|
||||
|
||||
@@ -68,6 +68,8 @@ OW Transitions are shuffled within each world separately.
|
||||
|
||||
This allows OW connections to be shuffled cross-world.
|
||||
|
||||
'None (Allowed)' allows entrance connectors and whirlpools to result in cross-world behavior, but edge transitions will not. This isn't a recommended option.
|
||||
|
||||
Polar and Grouped both are guaranteed to result in two separated planes of tiles. To navigate to the other plane, you have the following methods: 1) Normal portals 2) Mirroring on DW tiles 3) Fluting to a LW tile that was previously unreachable
|
||||
|
||||
Limited and Chaos are not bound to follow a two-plane framework. This means that it could be possible to travel on foot to every tile without entering a normal portal.
|
||||
|
||||
@@ -15,6 +15,10 @@ CLI: ```--bombbag```
|
||||
|
||||
# Bug Fixes and Notes.
|
||||
|
||||
* 0.5.1.6
|
||||
* Rules fixes for TT (Boss and Cell) can now have TT Big Key if not otherwise required (boss shuffle + crossed dungeon)
|
||||
* BUg fix for money balancing
|
||||
* Add some bomb assumptions for bosses in bombbag mode
|
||||
* 0.5.1.5
|
||||
* Fix for hard pool capacity upgrades missing
|
||||
* Bonk Fairy (Light) is no longer in logic for ER Standard and is forbidden to be a connector, so rain state isn't exitable
|
||||
|
||||
@@ -1121,9 +1121,12 @@ def mark_dark_world_regions(world, player):
|
||||
def create_shops(world, player):
|
||||
world.shops[player] = []
|
||||
for region_name, (room_id, type, shopkeeper, custom, locked, inventory, sram) in shop_table.items():
|
||||
if (world.mode[player] == 'inverted') != (0x35 in world.owswaps[player][0] and world.owMixed[player]) and region_name == 'Dark Lake Hylia Shop':
|
||||
locked = True
|
||||
inventory = [('Blue Potion', 160), ('Blue Shield', 50), ('Bombs (10)', 50)]
|
||||
if world.mode[player] == 'inverted':
|
||||
if (0x35 not in world.owswaps[player][0] and region_name == 'Dark Lake Hylia Shop') \
|
||||
or (0x35 in world.owswaps[player][0] and region_name == 'Cave Shop (Lake Hylia)'):
|
||||
locked = True
|
||||
custom = True
|
||||
inventory = [('Blue Potion', 160), ('Blue Shield', 50), ('Bombs (10)', 50)]
|
||||
region = world.get_region(region_name, player)
|
||||
shop = Shop(region, room_id, type, shopkeeper, custom, locked, sram)
|
||||
region.shop = shop
|
||||
|
||||
2
Rom.py
2
Rom.py
@@ -33,7 +33,7 @@ from source.classes.SFX import randomize_sfx
|
||||
|
||||
|
||||
JAP10HASH = '03a63945398191337e896e5771f77173'
|
||||
RANDOMIZERBASEHASH = '607ec23701b1099fdeb64a0caff190b6'
|
||||
RANDOMIZERBASEHASH = 'c5903112ffe302d1e9a3878ee720d1b3'
|
||||
|
||||
|
||||
class JsonRom(object):
|
||||
|
||||
9
Rules.py
9
Rules.py
@@ -307,9 +307,10 @@ def global_rules(world, player):
|
||||
set_rule(world.get_location('Thieves\' Town - Big Chest', player), lambda state: state.has('Hammer', player))
|
||||
for entrance in ['Thieves Basement Block Path', 'Thieves Blocked Entry Path', 'Thieves Conveyor Block Path', 'Thieves Conveyor Bridge Block Path']:
|
||||
set_rule(world.get_entrance(entrance, player), lambda state: state.can_lift_rocks(player))
|
||||
for location in ['Thieves\' Town - Blind\'s Cell', 'Thieves\' Town - Boss']:
|
||||
forbid_item(world.get_location(location, player), 'Big Key (Thieves Town)', player)
|
||||
forbid_item(world.get_location('Thieves\' Town - Blind\'s Cell', player), 'Big Key (Thieves Town)', player)
|
||||
|
||||
# I think these rules are unnecessary now - testing needed
|
||||
# for location in ['Thieves\' Town - Blind\'s Cell', 'Thieves\' Town - Boss']:
|
||||
# forbid_item(world.get_location(location, player), 'Big Key (Thieves Town)', player)
|
||||
for location in ['Suspicious Maiden', 'Thieves\' Town - Blind\'s Cell']:
|
||||
set_rule(world.get_location(location, player), lambda state: state.has('Big Key (Thieves Town)', player))
|
||||
set_rule(world.get_location('Revealing Light', player), lambda state: state.has('Shining Light', player) and state.has('Maiden Rescued', player))
|
||||
@@ -717,7 +718,7 @@ def default_rules(world, player):
|
||||
|
||||
# Underworld Logic
|
||||
set_rule(world.get_entrance('Old Man Cave Exit (West)', player), lambda state: False) # drop cannot be climbed up
|
||||
set_rule(world.get_entrance('Paradox Cave Push Block Reverse', player), lambda state: state.has('Magic Mirror', player)) # can erase block
|
||||
set_rule(world.get_entrance('Paradox Cave Push Block Reverse', player), lambda state: state.has_Mirror(player)) # can erase block, overwritten in noglitches
|
||||
set_rule(world.get_entrance('Bumper Cave Exit (Top)', player), lambda state: state.has('Cape', player))
|
||||
set_rule(world.get_entrance('Bumper Cave Exit (Bottom)', player), lambda state: state.has('Cape', player) or state.has('Hookshot', player))
|
||||
set_rule(world.get_entrance('Superbunny Cave Exit (Bottom)', player), lambda state: False) # Cannot get to bottom exit from top. Just exists for shuffling
|
||||
|
||||
Binary file not shown.
@@ -119,6 +119,7 @@
|
||||
"ow_crossed": {
|
||||
"choices": [
|
||||
"none",
|
||||
"allowed",
|
||||
"polar",
|
||||
"grouped",
|
||||
"limited",
|
||||
|
||||
@@ -208,6 +208,7 @@
|
||||
"ow_crossed": [
|
||||
"This allows cross-world connections to occur on the overworld.",
|
||||
"None: No transitions are cross-world connections.",
|
||||
"Allowed: Only entrances/whirlpools can end up cross-world.",
|
||||
"Polar: Only used when Mixed is enabled. This retains original",
|
||||
" connections even when overworld tiles are swapped.",
|
||||
"Limited: Exactly nine transitions are randomly chosen as",
|
||||
|
||||
@@ -119,6 +119,7 @@
|
||||
|
||||
"randomizer.overworld.crossed": "Crossed",
|
||||
"randomizer.overworld.crossed.none": "None",
|
||||
"randomizer.overworld.crossed.allowed": "None (Allowed)",
|
||||
"randomizer.overworld.crossed.polar": "Polar",
|
||||
"randomizer.overworld.crossed.grouped": "Grouped",
|
||||
"randomizer.overworld.crossed.limited": "Limited",
|
||||
|
||||
@@ -14,6 +14,7 @@
|
||||
"default": "vanilla",
|
||||
"options": [
|
||||
"none",
|
||||
"allowed",
|
||||
"polar",
|
||||
"grouped",
|
||||
"limited",
|
||||
|
||||
Reference in New Issue
Block a user